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Size: 0 Age: 37 Apparent Age: 35 Hermetic Age: 10
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Decrepitude: 0 Confidence: 3 Twilight Points: 4
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Intelligence: +1 Perception: +2 Strength: 0 Stamina: 0
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Presence: 0 Communication: -1 Dexterity: +2 Quickness: +2
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Elementalist +5 Visions +2 Second sight +1 Weather sense +1 Animal ken (birds) +1
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Chaotic magic -4 Fury -3 Hedge wizard -1 Poor -2
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Reputation: hedge wizard (tribunal) -3
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Affinity (Elements) Alertness Animal Ken Area Lore Concentration Finesse Folk Ken Legend Lore Magic Theory Order of Hermes Lore Parma Magica Penetration Scribe (Latin) Second Sight Speak English Speak Latin Stealth Visions Weather Sense Speak Welsh
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Auram Hearing Birds Local landmarks Maintain spells Auram Peasants Local Auram Stonehenge Auram Auram Quickly Colloquial Functional Outdoors Winds colloquial
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5 4 3 4 4 4 1 3 5 2 4 3 2 4 5 4 4 4 4 5
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CREO INTELLIGO MUTO PERDO REGO
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15 5 5 5 10
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ANIMAL AQUAM AURAM CORPUS HERBAM IGNEM IMAGINEM MENTEM TERRAM VIM
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0 5 +5 15 +6 0 0 10 +5 0 0 10 +5 0
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Spell
Charge of the Angry Winds
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T/F/lev
Cr Au 15
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You were born in Snowdonia to a large family of Welsh peasants, but from an early age felt 'different' from your siblings and cousins. You felt more of an affinity with the natural world around you - the rawness of the mountains, the isolated mountain streams, the bracing wind of the peaks - than you ever did for humanity. You longed to fly high on the thermal winds, and you would spend long hours studying birds. In turn they seemed more approachable (Animal Ken +1) and comprehensible. You found that by watching the birds and listening to the wind you could sense changes in the weather, particularly approaching storms (Weather sense +1), and although you were never entirely popular in your home village, your use of this unkanny ability to give advice to the village at least made you acceptable.
As you grew, however, your feelings of isolation intensified, and you began to experience visions (Visions +2) - at first frightening, and later bemusing - and to see things that were not there or 'real' as far as your relatives could tell (Second Sight). Noone believed you, and thought you touched, and you found yourself losing your temper and becoming uncontrollable with rage at the slightest thing. In depair, your parents called in Meg, a wise woman and virtual hermit, who lived in the next valley. She saw you immediately for what you were, and, at the age of 9 she took you from your village to live with her as her apprentice.
Meg was a member of house Ex Miscellenea and a self-confessed Hedge-wizard. Although theoretically she belonged to Cad Gadu, she rarely visited the winter covenant, and you had very little interaction with the Order as you were being trained (Hedge wizard -1). During your training, you were taught how to control your temper a little, except when others belittled you and your house. You will still fall into a fury (Fury -3) if someone disses you or yours. With Meg's aid, you were able to translate your love for nature into an affinity for the elements (Elementalist +5), with a corresponding difficulty with the form of Vim. You also found that your affinity for the winds has caused your magic to be difficult to control, especially when casting spontaneous spells (Chaotic magic -4).
After the end of your apprenticeship in 1210, you remained with Meg until she went into Final Twilight in 1212. Tired of your solitude and seeking resources for your study, you joined Dragonclaw, where you have been since. Although covenant life is sometimes strange, you have developed an attachment to the place, and even to some of those who live there.
The Other Magi
Erin is an expert in faerie magic, and in particular Muto magics. She also believes that she is a faerie, though she clearly is not, and is sometimes difficult to understand. However, she is always good natured, and sweet, with none of the arrogance found in some of the other more traditional houses, and you cannot help but like her, even if she annoys you sometimes with her peculiarities.
Felix is a magus that you feel you can understand. As a member of House Bjornaer he is attuned better than most to the natural world, though to the forms of Animal and Herbam rather than the elements. He can be a little withdrawn and sometimes seems even pained by his gift, but you believe him trustworthy.
Fidelis on the otherhand you don't really understand at all. He is a member of House Bonisagus, and an expert in Vim. He is a peculiar young man, obsessed with magic, twisted with arthritis, and rarely goes out. However, he seems gifted with common sense and a loyalty to the covenant, and for some reason you can't put your finger on, you do trust him.
Reynaud is another matter. He is a Tytalus, the filius of Sirius and is an arrogant and tricky young man. He seems to believe that with his parent gone, he is the natural leader of the covenant, and tends to give orders assuming everyone else will follow them. This riles you sometimes, and you suspect it annoys others. Certainly, Fidelis and Thomas often ignore him, and you are more inclined to follow them than the Tytalus, when you follow anyone.
Septimus is a solid chap, as you might expect of a member of House Verditius and an expert in Terram magics. He mostly seems stable and sensible, though occasionally you hear him talking, apparently to himself. So far you don't know why, though he does seem to have unfortunate things happen to him at the worst times.
Thomas is a magus of House Jerbiton and as such has an unhealthy interest in mundane affairs. He often goes travelling, and is often to be found with a young lady on his arm. Mostly, he is a cheerful sort, and at such times he can be a good leader and useful sort, he is but othertimes he appears disconsolate and cannot be reasoned with.
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